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** '''4MP''' - (USF4 cl.5MP) - 1f better on hit/block (+7/+2), good AA and useful in confirms | ** '''4MP''' - (USF4 cl.5MP) - 1f better on hit/block (+7/+2), good AA and useful in confirms | ||
** '''4MP > HK Target Combo''' - 8f worse on block (-17); now requires a jump cancel into whiffed instant Divekick to combo into AA Ultra 2 | ** '''4MP > HK Target Combo''' - 8f worse on block (-17); now requires a jump cancel into whiffed instant Divekick to combo into AA Ultra 2 | ||
** '''Target Combo 2''' (far.5MP~HP) - removed in Omega | |||
** '''4HP''' - (USF4 cl.5HP) - | ** '''4HP''' - (USF4 cl.5HP) - | ||
** '''4HK''' - new backflip normal similar to Guy's Ninja Sickle; mostly used in meterless corner juggles | ** '''4HK''' - new backflip normal similar to Guy's Ninja Sickle; mostly used in meterless corner juggles |
Revision as of 06:02, 31 October 2022

Decapre
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
Bafcord Omega Doc - Decapre
Detailed Frame Data with USF4 Comparisons - Decapre
- Throw: slightly shorter range, new animation with much worse oki
- Movement Changes:
- Forward Dash: 2f faster (18f > 16f), slightly shorter distance
- Backdash: 1f faster (22f > 21f), much shorter distance
- Normal Move Changes: (Note: Omega Decapre has no proximity normals; some USF4 moves have been moved to command normals instead)
- 5LP - (USF4 far.5LP) - input buffer bug allows links into 7f normals despite being +6 on hit
- 5MP - (USF4 far.5MP) - 1f slower, but 3f better on hit/block (+2/-1)
- 5HP - (USF4 far.5HP) - 1f faster, more damage/stun
- 5LK - (USF4 cl.5LK) - 3f startup, 2f better on hit/block (+6/+3), but very short range
- 5MK - (USF4 cl.5MK) - 1f slower (5f), 2f better on hit/block (-1/-4); now 2 hits, only 1st is cancellable
- 5HK - (new animation) - decent AA, whiffs on crouchers at farther range, has juggle potential
- 2LP - input buffer bug allows links into 7f normals despite being +6 on hit
- 2MP - 2f slower (7f), good forward movement
- 2HP - 1f faster (5f), hits twice, 1st hit cancellable; much worse frame advantage (-3/-7, was +5/0)
- 2LK - 1f worse on hit/block (+1/-2)
- 2MK - good forward movement, 1f worse on block (-3)
- 2HK - more damage/stun
- 4MP - (USF4 cl.5MP) - 1f better on hit/block (+7/+2), good AA and useful in confirms
- 4MP > HK Target Combo - 8f worse on block (-17); now requires a jump cancel into whiffed instant Divekick to combo into AA Ultra 2
- Target Combo 2 (far.5MP~HP) - removed in Omega
- 4HP - (USF4 cl.5HP) -
- 4HK - new backflip normal similar to Guy's Ninja Sickle; mostly used in meterless corner juggles
- Fox Tail (3MK) - Overhead, no known changes from USF4
- Steel Saber (3HK) - Slide command normal, great anti-fireball tool and can work in some juggle routes
- Special Move Changes:
- Invisible Ray (236P) - invisible projectile that can only be seen by the dust cloud it leaves on the ground
- LP/MP/HP versions travel at the same speed; can FADC for combo extensions, but won't combo from max range medium normals
- EX version hits twice and knocks down; has enormous juggle potential and can juggle afterward in the corner
- Psycho Sting (214P) - now a command motion, but no longer invincible; all versions are 15f safer on block (-13)
- LP is 5f and hits once, MP is 9f and 2 hits, HP is 13f and 3 hits; LP also gives a free juggle state on hit, giving great corner juggles
- EX version is much slower, only comboing from 4MP or the first hit of 2HP/4HP; launches opponent and can be jump cancelled for a free juggle on hit
- Black Widow (623K) - fast, short range invincible DP; fairly low juggle potential on meterless versions
- LK version can trade on its first active frame, 1 hit; MK is the most useful meterless reversal, 2 hits; HK is 4f slower than the others, 3 hits
- EX version has more range and juggle potential; can FADC for safety
- Hidden Creep / Teleport (236K) - Decapre becomes invincible after 15f; higher strengths teleport farther, can pass through opponent
- EX version travels the farthest and is 1f strike/projectile invincible
- Psycho Transaction (hold PPP) - Decapre hugs herself, draining her own HP in exchange for meter (Ultra meter also builds as a result of damage)
- The longer it is held, the faster it drains; Decapre can KO herself if held at low health
- Invisible Ray (236P) - invisible projectile that can only be seen by the dust cloud it leaves on the ground
- Super/Ultra Changes:
- Super (236236+P) - new input, more damage, much less recovery making it safer on block/whiff; now breaks armor
- Ultra 1 (236236+PPP) - 2f faster recovery; lack of hard knockdown makes it harder to set up, but motion input helps this somewhat
- Ground Ultra 2 (236236+KKK) - 3f slower startup (10f), 1 less active frame which significantly reduces its range
- Both versions of Ultra 2 received a devastating damage nerf (420 > 419)
- Moves with ending Frame Buffer:
- 5LP, 5MP, 5LK, 2LP, 2MP, 4MP, 4MP~HK, 4HP, 4HK, j.2MP, j.2MK
- EX Invisible Ray, LP/MP/HP Psycho Sting, Hidden Creep (Teleport), Focus Attack + Forward Dash
Character Specific Data
Decapre
VITALS | |||||
---|---|---|---|---|---|
Health: | 950 | Stun: | 950 | ||
WALKING | |||||
Forward Walk Speed: | 0.055 | Back Walk Speed: | 0.45 | ||
JUMPING | |||||
Jump Total Frames: | 4+36+4 | Jump Distance: | 1.925 Forward/Back | ||
DASHING | |||||
Forward Dash Frames: | 16 | Forward Dash Distance: | 1.40 | ||
Back Dash Frames: | 21 | Back Dash Distance: | 0.86 | ||
FA + Forward Dash Frames: | 17 | FA + Back Dash Frames: | 18 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-14 | FA + Back Dash Airborne: | 4-12 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -2 | Lv1 FA + Back Dash (Block): | -3 | ||
Lv2 FA + Forward Dash (Block): | +4 | Lv2 FA + Back Dash (Block): | +3 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP | st. ![]() |
3 | 1 | 7 | 3 | 6 | 25 | 50 | M | Sp Su | Followup normals are buffered 1f early, allowing links into 2MP/2HK |
5MP | st. ![]() |
6 | 4 | 11 | -1 | 2 | 70 | 100 | M | Sp Su | - |
5HP | st. ![]() |
6 | 4 | 19 | -3 | -1 | 100 | 200 | M | - | Has juggle potential |
5LK | st. ![]() |
3 | 1 | 7 | 3 | 6 | 25 | 50 | M | Sp Su | - |
5MK | st. ![]() |
5 | 1*5 | 13 | -4 | -1 | 70*50 | 100x2 | M | Sp Su / - | 2 hits, only 1st is cancellable |
5HK | st. ![]() |
9 | 2 | 22 | -6 | -2 | 110 | 200 | M | - | Whiffs near max range vs. crouching (except Hugo); has juggle potential |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
3 | 2 | 6 | 3 | 6 | 20 | 50 | M | Ch Sp Su | Followup normals are buffered 1f early, allowing links into 2MP/2HK |
2MP | ![]() ![]() |
7 | 4 | 7 | 3 | 6 | 65 | 100 | M | Sp Su | Good forward movement |
2HP | ![]() ![]() |
5 | 1*2 | 23 | -7 | -3 | 70*60 | 150*100 | M | Su / - | 2 hits, only 1st is cancellable; combos into EX Psycho Sting |
2LK | ![]() ![]() |
4 | 3 | 10 | -2 | 1 | 25 | 50 | L | Ch Sp Su | - |
2MK | ![]() ![]() |
6 | 4 | 13 | -3 | 1 | 65 | 100 | L | Sp Su | Good forward movement |
2HK | ![]() ![]() |
7 | 2 | 24 | -8 | KD | 110 | 200 | L | - | KD Adv: +16 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Back MP | ![]() ![]() |
4 | 4 | 12 | 2 | 7 | 70(60) | 100 | M | TC Sp Su | (Dmg on active frames 3-4); has juggle potential; combos into EX Psycho Sting |
+ Target Combo (4MP~HK) |
+ ![]() |
- | - | - | -17 | KD | *55 | *100 | M | J Su | Jump cancel on hit only; puts opponent into limited juggle state; KD Adv: +38 (+72 from earliest jump cancel timing) |
Back HP | ![]() ![]() |
8 | 1(9)1 | 13 | 4 | 8 | 70*40 | 80*50 | M | Sp Su / - | Forces stand; 2 hits, only 1st is cancellable (combos to EX Psycho Sting); 1st hit knocks down vs. airborne, can be cancelled for juggles |
Back HK | ![]() ![]() |
6 | 3(1)6 | 19 | -7 | KD | 70*60 | 150*100 | M | - | Has juggle potential; puts opponent into limited juggle state (grounded hit uses up more juggle points than airborne hit); KD Adv: +40 if no juggle |
Fox Tail (Overhead) |
![]() ![]() |
17 | 3 | 15 | -3 | 2 | 80 | 100 | H | - | 1st active frame hits above Decapre (no difference in Frame Adv.); has juggle potential; no extra advantage on counterhit |
Steal Saber (Slide) |
![]() ![]() |
10 | 11 | 27 | -20(-10) | KD | 110 | 200 | L | - | 6-20f low profile (slides under most projectiles); has some juggle potential; KD Adv: +4~14 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
4 | 5 | - | - | - | 50 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
5 | 3 | - | - | - | 80 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
5 | 4 | - | - | - | 100 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
4 | 7 | - | - | - | 50 | 50 | H | - | Crossup |
j.MK (angled) | ![]() ![]() |
5 | 4 | - | - | - | 70 | 100 | H | - | - |
j.HK (angled) | ![]() ![]() |
6 | 5 | - | - | - | 100 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
4 | 4 | - | - | - | 50 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
5 | 4 | - | - | - | 80 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
6 | 5 | - | - | - | 110 | 200 | H | - | - |
j.LK (neutral) | ![]() ![]() |
5 | 5 | - | - | - | 30 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
5 | 7 | - | - | - | 70 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
5 | 3 | - | - | - | 100 | 200 | H | - | - |
Hidden Dive (Fake Stomp) |
Air ![]() ![]() |
- | - | 35 | - | - | - | - | - | - | 18f~Landing strike invuln |
Break Dive (Stomp) |
Air ![]() ![]() |
27(28) | 15 | 9 | -10 | KD | 100 | 200 | M | - | Startup varies depending on height used; puts opponent into free juggle state; KD Adv: +52 |
Shadow Needle (Divekick) |
Air ![]() ![]() |
14 | until land | 7 land | -11(4) | -9(12) | 70 | 100 | M | - | Forward jump only; adv. depends on opponent height and stand/crouch |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+11 | 2 | 35 | -21 | KD | 85 | 150 | M | Dash | KD Adv: +9; +28 after Forward Dash, +27 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+11 | 2 | 35 | -15 | crumple | 80 | 150 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
66 | 2 | 35 | crumple | crumple | 120 | 200 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Concealed Kill Advance (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 180 | 200 | T | - | KD Adv: +5~8 (character-specific) |
Concealed Kill Invert (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 180 | 200 | T | - | KD Adv: +32 |
Concealed Kill Hover (Air Throw) |
![]() ![]() ![]() |
3 | 2 | 4 land | - | KD | 180 (130) |
250 (200) |
T | - | KD Adv: +23~24; (when juggled into) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Invisible Ray (Fireball) |
![]() ![]() 236+LP |
16 | - | 32 | -8 | -4 | 60 | 100 | M | Su | - |
MP Invisible Ray (Fireball) |
![]() ![]() 236+MP |
15 | - | 33 | -9 | -5 | 60 | 100 | M | Su | - |
HP Invisible Ray (Fireball) |
![]() ![]() 236+HP |
14 | - | 34 | -10 | -6 | 60 | 100 | M | Su | - |
![]() (Fireball) |
![]() ![]() 236+PP |
11 | - | 32 | -4 | KD | 40*60 | 50*150 | M | FA | KD Adv: +36~50 |
LP Psycho Sting | ![]() ![]() 214+LP |
5 | 7 | 23 | -13 | KD | 120 | 200 | M | Su | Puts grounded opponents into free juggle state, or airborne opponents into limited juggle state |
MP Psycho Sting | ![]() ![]() 214+MP |
9 | 7 | 25 | -13 | KD | 100*50 | 150*50 | M | Su | - |
HP Psycho Sting | ![]() ![]() 214+HP |
13 | 7 | 25 | -13 | KD | 100*40*20 | 150*30*20 | M | Su | - |
![]() |
![]() ![]() 214+PP |
18 | 1(11)2 (19)4 |
40 | -26 | KD | 20x2*60*20 | 0*200 | M | J* FA | Jump cancel on hit only, puts opponent into free juggle state; combos from 4MP or the 1st hit of 2HP/4HP; all stun occurs on 3rd hit |
LK Black Widow (Upkick) |
![]() ![]() 623+LK |
4 | 13 | 34 | -26 | KD | 140 | 200 | M | - | 1-3f full invuln; KD Adv: +22 |
MK Black Widow (Upkick) |
![]() ![]() 623+MK |
4 | 14 | 44 | -39 | KD | 100*50 | 150*50 | M | - | 1-6f full invuln; KD Adv: +12 |
HK Black Widow (Upkick) |
![]() ![]() 623+HK |
8 | 20 | 47 | -48 | KD | 100*40*20 | 150*30*20 | M | - | 1-10f full invuln; KD Adv: +11 |
![]() (Upkick) |
![]() ![]() 623+KK |
4 | 20 | 40 | -41 | KD | 80*20* 10x4*80 |
0*200 | M | FA | 1-8f full invuln; has juggle potential; all stun occurs on final hit; KD Adv: +13 |
LK Hidden Creep (Teleport) |
![]() ![]() 236+LK |
- | - | 39 | - | - | - | - | - | - | 15-23f full invuln; can pass through opponent from point blank |
MK Hidden Creep (Teleport) |
![]() ![]() 236+MK |
- | - | 47 | - | - | - | - | - | - | 15-31f full invuln; can pass through opponent from ~1 backdash distance |
HK Hidden Creep (Teleport) |
![]() ![]() 236+HK |
- | - | 52 | - | - | - | - | - | - | 15-36f full invuln; can pass through opponent from ~1.5 backdash distance |
![]() (Teleport) |
![]() ![]() 236+KK |
- | - | 41 | - | - | - | - | - | - | 1-14f strike/projectile invuln, 15-27f full invuln; can pass through opponent from ~2.5 backdash distance |
Psycho Transaction (Meter Build) |
![]() |
10 | - | 11 | - | - | - | - | - | - | HP starts draining on frame 10, meter starts building on frame 16. Can cause self-KO |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Strafe Dagger (Super) |
![]() ![]() ![]() 236236+P |
1+2 | 3(9)32 | 19 | -13(-6) | KD | 70*50x4*150 | - | M | - | 1-25f full invuln, entire animation projectile invuln; Block Adv. depends on distance; Armor Break; KD Adv: +95 |
Psycho Stream (Ultra 1) |
![]() ![]() ![]() 236236+PPP |
0+15 | - | 18 | 42 | KD | 33x9 | - | M | - | Launches opponent into free juggle state on grounded hit; KD Adv: +148 if no juggle (from point blank connect) |
DCM (Ground Ultra 2) |
![]() ![]() ![]() 236236+KKK |
0+10 | 3 | 57 | -39 | KD | 30x9*89*60 | - | M | - | 1-12f full invuln; Armor Break; KD Adv: +39 |
DCM (AA Ultra 2) |
![]() ![]() ![]() 214214+KKK |
0+7 | 4 | 53 | - | KD | 30x9*89*60 | - | - | - | 1-10f full invuln; only hits airborne opponents; Armor Break; KD Adv: +39 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Note: 4HP, 2HP (1st hit) is character specific; used for combos into EX Psycho Sting or to add 50 stun to punish routes
- Works on Abel, Adon, Decapre, Dee Jay (crouch), Dhalsim, E. Honda, Gouken, Guile, Guy, Hakan, Hugo, Ibuki, M. Bison, Rose (crouch), Sagat (stand), Yun (stand)
Confirms:
- 218/320, 0 bar -- 2LK, 5LP, 5MP xx HP Psycho Sting
- 219/400, 0 bar -- 2LK, 5LP, 4MP~HK xx jump cancel, whiff Divekick, 4HK
- Strict timing; juggle Air Throw instead for a slightly weaker but easier finish
- 244/370, 0 bar -- 2LK, 5LP, 2MP, 2MK xx HP Psycho Sting
- 303/420, 0 bar -- 4MP, 2MP, 5MP xx HP Psycho Sting
- If not absolutely point blank, use 2MP/2MK instead of 5MP
- 292/508, 1 bar -- 2LK, 5LP, 2HP (1 hit) xx EX Psycho Sting ~ jump cancel, whiff Divekick, LP Psycho Sting
- Can also end with AA U2 (40/360)
- 370/540, 2 bar -- 4MP, 2MP xx Invisible Ray xx FADC, 4MP, 2MP, 5MP xx HP Psycho Sting
- Not generally worth the 2 bars unless it will kill, or corner carry is important
-- Corner Only --
- 355/530, 0 bar -- 4HP, 2MP xx LP Psycho Sting, LP Psycho Sting
- 425/616, 1 bar -- 4MP, 2MP xx LP Psycho Sting, EX Black Widow
- Extra damage for 1 bar, EX Black Widow won't juggle after two LP Stings
- 607/530, 4 bar -- 4HP, 2MP xx LP Psycho Sting, LP Psycho Sting, Super
- Can also end in 2MP xx HP Psycho Sting, Super for similar damage but less stun
- 445/765, 1 bar -- 4HP, 2HP xx EX Psycho Sting ~ jump cancel, whiff Divekick, 4HK, 4HK
- For a 2-bar combo, add EX Black Widow at the end (515/865)
- 432/790, 1 bar -- Break Dive (j.2HP), 4HK, 4HK, EX Black Widow
- If using EX Psycho Sting ~ Break Dive, omit one 4HK
- Example: 4HP, 2HP xx EX Psycho Sting ~ Break Dive, 4HK, EX Black Widow (494/830, 2 bar, char-specific)
- 576/495, 1 bar -- Ultra 1 (grounded hit), 4HK, 4HK, EX Black Widow
Punishes:
- 308/390, 0 bar -- 4HP, 5MP xx HP Psycho Sting
- 268/360, 0 bar -- 4MP, 5MP xx HP Psycho Sting
- 395/580, 1 bar -- 4HP, 2HP (1 hit) xx EX Psycho Sting ~ jump cancel, whiff Divekick, HK Black Widow
- Point blank only, character specific
- Can also end with AA Ultra 2 (527/440)
- 391/540, 2 bar -- 4HP, 2MP xx Invisible Ray xx FADC, 4MP, 2MP xx HP Psycho Sting
- 484/300, 1 bar -- 4MP xx EX Psycho Sting ~ jump cancel, whiff Divekick, AA U2
- 592/390, 4 bar -- 4HP, 2MP xx HP Psycho Sting xx Super
-- Ranged Punishes --
- 225/300, 0 bar -- 2MP xx HP Psycho Sting
- 321/460, 2 bar -- 2MP xx LP Psycho Sting xx FADC, HK Black Widow
- 479/300, 2 bar -- 2MP xx LP Psycho Sting xx FADC, AA U2
Counterhit Confirms:
- CH 4MP, Ground U2
- CH 4MP, 4HP, 2MP xx HP Psycho Sting
- CH 2MK, 2LP (no buffer, so true 1f link)
Ultra Setups:
- EX Psycho Sting, whiff Divekick, juggle U1 or AA U2
- LP Psycho Sting xx FADC, AA U2
- Break Dive (j.2HP), juggle U1 or AA U2
- 4HK (1st hit trade), AA U2
Useful Info
Reversals:
- Black Widow (
/ 623+K) - Fast and invincible; MK version is the preferred meterless reversal (LK can trade, HK is 4f slower)
- EX version can FADC for safety and has much greater horizontal range
- EX Hidden Creep (
/ 236+KK) - strike/projectile invincible, can escape the corner; loses to throws
- Super (
/ 236236+P) - strong reversal; sideswitch + pushback makes it difficult to punish if used at close range
- Ground Ultra 2 (
/ 236236+KKK) - invincible, but startup is a little slow making it easily baited
- AA Ultra 2 (
/ 214214+KKK) - Can often be used to escape, since it whiffs on grounded opponents
Anti-Airs:
- 4MP - great hitbox for close/mid range jumps
- 5HK - mid/far range, moves forward and can whiff under opponent if too close
- 5MK - farther ranges, trades frequently
- 2HP - farther ranges, should be timed late to avoid trading
- LP Psycho Sting (
/ 214+P) - fast and reaches high, but not invincible
- Black Widow (
/ 623+K) - invincible DP, not much horizontal range on meterless versions
- AA Ultra 2 (
/ 214214+KKK) - mid/far range jumps, can whiff under opponent at closer range
- Air Throw - for close range/crossup jumps
Anti-Focus:
- 5MK / 4HP / close 2HP - multi-hit normals
- LP Psycho Sting (
/ 214+P) - armor breaker, great for cancelling on reaction to a focus absorb
- Other strengths also work, but are much slower and could get counterhit out of startup
- Super (
/ 236236+P) - fast and invincible armor breaker
- Ground Ultra 2 (
/ 236236+KKK) - armor breaker, can chase down most focus backdashes unless used from far away
Anti-Projectile:
- 3HK - slide low profiles on frame 6, has good range
- Invisible Ray (
/ 236+P) - Decapre can keep up well in fireball wars; EX version has 2 hits
- Psycho Creep / Teleport (
/ 236+K) - If used as a prediction, can go through projectiles
- Super (
/ 236236+P) - fast and invincible, but loses damage at longer range
- Ground Ultra 2 (
/ 236236+KKK) - works from around half screen; harder to use than the USF4 version
Juggles:
- 4HP 1st Hit - can be used in free-juggle situations to add damage with a special cancel
- Example: Break Dive, 4HP (1 hit) xx LP Psycho Sting
- 4HK trade - frequent occurrence when used as an AA, can juggle into Black Widow
- EX Black Widow xx FADC, 4HK
Miscellaneous:
- N/A